using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace NetworkDemo
{
    public enum GameplayStage
    {
        Game,
        MainMenu
    }

    /// <summary>
    /// The Game class is used as little as possible, we offload all update and drawing logic to the
    /// ScreenManager class.
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        GameController gameController;
        PlayerManager playerManager;
        public PlayerManager PlayerManager
        {
            get { return playerManager; }
        }
        GameplayStage gameplayStage = GameplayStage.Game;

        #region Textures
        Texture2D grassTexture;
        Texture2D spriteTexture;

        public Texture2D backgroundTexture;
        public Texture2D borderTexture;

        #endregion
        public GameplayStage GameplayStage
        {
            get { return gameplayStage; }
            set { gameplayStage = value; }
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 1024;
            graphics.PreferredBackBufferWidth = 1280;
            graphics.IsFullScreen = false;

            Content.RootDirectory = "Content";
            gameController = new GameController(this);
            playerManager = new PlayerManager(this);


        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            grassTexture = Content.Load<Texture2D>("grass2");
            spriteTexture = Content.Load<Texture2D>("relm");
            backgroundTexture = Content.Load<Texture2D>("popupBG");
            borderTexture = Content.Load<Texture2D>("popupBorder");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Black);
            // TODO: Add your drawing code here
            base.Draw(gameTime);
        }
    }
}
